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Character Overview

Appearance

Khiroch is an Elf, and while tall and attractive looks considerably more deranged than his stereotypical brethren. He stands 6 and a half feet tall, and has a skinny but toned structure to him; a good example would be similar to sagat's build from the SNES versions of street fighter. He is lankier than one would consider most elves to be, but not so much that it gives him an odd or unaesthetic appearance.

He wears thick brown warrior's boots, with iron shinguards strapped to them. His trousers are blue, with a long metallic codpiece-guard hanging off of his belt, which is dark brown with a brass buckle.His shirt is blue, though he wears a chainmail vest over top of it. He wears a sort of y-shaped yoke of straps over top of this, extending to his shoulders and one side of his waist; the yoke is brown and there are similar buckles to the one on his belt to cinch it together. Steel spiked shoulderpads are strapped to this, as is a circular steel cuirass over his heart. His sleeves are blue, not covered by chain however he wears armored bracers on his wrists.

He wields a torn and damaged kite shield with spikes on the bottom, upper left and upper right. This once had the emblem of a crown on it but has since been damaged and torn so that this emblem is not easily visible. There are signs of wear and battle on this thing. His weapon is a morning star (spiked mace) about 2.5 feet in total length. The spikes are silver, but the base is blackened lead.

Playstyle

Khiroch plays as a tanky area control character. He is highly defensive in nature, and has the slowest move speed of the inital four characters. By nature of his charge based moves he has a spectacular recovery time; this can be thought of by considering his moves 'back loaded'. He requires time to charge ahead of time, and as a result pays very little in the recovery time afterwards compared to other characters. Some of normal attacks will share this to a degree to allow him to further take advantage of this property, and to make him defensive and more difficult to approach.

Visible Mechanic

The visible mechanic is the ability to charge all of his special moves, as detailed below.

His special moves have 3 levels of power, at 1 second, 3 seconds and 6 seconds respectively. He may only be charging for one particular move at a time, but his animation for charging a move is static regardless of what move that is. No visual cue will be given to his opponent. While charging he moves at half speed; he can cease charging prematurely to return to normal speed, and will be rewarded with a 25% move speed bonus upon reaching a level 3 charge. Once he has ceased charging and is 'holding' a move the move can be said to be 'pocketed'. When he has charged or is holding a pocketed move he can perform another move, losing a power level of charge and entering a brief .25 second animation to swap over to that other move (Say he charged his anti-air to level 3, but now wants his projectile. By performing that, he will now be charging a lv.2 projectile to lv.3 instead of pocketing a lv.3 anti air). He will be unable to charge during blockstun, and if he has a pocketed move blocking will cause him to lose a bit of his charge.

Core Mechanic

Forcing opponents to advance on him while holding a defensive position. Letting him obtain a lv.3 charge is undesirable. Approaching him is not easy, but will at least make charging difficult. He will be attempting to control an opponent who is advancing on him through a fight, or will be charging powered-up moves that enable him to advance instead.

Proposed Abilities

Land Cancel

If the block button is tapped as soon as Khiroch lands from a jump, he can frame cancel his lengthier landing animation with his shorter guard animation

Watch out for…

- Too much mobility. While I see it as unlikely, there could be a power imbalance in having only one character land cancel.

Proposed Moves

Molotov Shot

Command: Undecided

Launches a large ballistic fireball which explodes and sets the ground aflame on impact. The fireball will not explode on contact with an opponent, instead passing through and dealing small damage.

May take charge into account for distance travelled. As an exaple firing a Lv. 1 while halfway towards a Lv.2 would launch it farther than if the move was released as soon as the player had a Lv. 1 ready.

Lv. 1

- Khiroch tosses a fireball in a downward trajectory.
- Fireball fizzles after a short distance if no contact with a surface has been made.
- If standing, this will set the area immediately in front on him ablaze for 1 second.
- Flames may only hit an opponent once.
- Khiroch can jump to give this move a bit more range.

OR

A more forward projectile launched in a foward shallow parabolic arc. Fizzles after a moderate distance, and will not explode into flames.

Lv. 2

- Long range projectile with a more parabolic trajectory than a Lv. 1
- Will not fizzle out.
- Flames remain for 2-3 seconds.
- Flames knock the victim back upon contact; it is possible for the flames to chain-link into itself for 2 hits this way.

Lv. 3

- Large projectile with nearly the same diameter as the average character.
- Will not fizzle out.
- Will stuff all other projectiles (Save for supers if included)
- Flames remain for 4-5 seconds
- When struck by the flames the victim is set on fire, and will be hit and flinch from the burning once a second for three seconds. This will slow the character and hinder his ability to attack and fight until expiry.

Watch out for…

A concern is that with such a large charge time, this projectile may not be as viable for establishing control as may be expected of a typical fireball. If this is true modifications may need to be made to the Lv. 1 to give it some more purpose.

Reason for Existence

Khiroch's ranged trap move, this is in essence pure area denial. It can force an opponent to jump to avoid the fireball or advance past the flames. The flames themselves serve a good way of taking ground from an opponent, impediing an opponent's zoning.

Frozen Flight

Command: Undecided

Khirioch jumps and swings his mace around him front to back, knocking away opponents in the air. High priority; highest in the game thus far as this is both an anti-air and a charged move. The swing is always in a circular motion with the arm held out; some effort may be needed in animation to not make this look contrived.

All these will have reduced vertical range in the air, possibly reduced duration as well.

Lv. 1

- Khiroch makes a small jump.
- Swings his mace from an angle of 40 degrees up and in front of him to straight up and just behind his head. (From 10 o'clock to a little past 12 o' clock)
- Will hit, but will not knock down an opponent on the ground.

Lv. 2

- Higher jump
- Full sweep from 45 degrees down in front to 45 degrees up and behind. (From 8.5 o'clock to 1.5 o' clock)
- Will knock down opponents on the ground
- Heavy knockback on impact

Lv. 3

- Highest Jump
- Same starting point as the Lv. 2, but this continues for 450 degrees
- Will chainlink anyone caught in front for the first swing into the second.
- Heavy knockback in a direction exactly opposite Khiroch. It is possible to boucne someone off the ground by hitting them from above.

Watch out for…

People have expectations of when they should and should not be hit by an anti-air. For the first 2 levels, care should be taken to allow someone to land safely behind, if Khirioch started this move too late.
Due to his move speed reduction while charging, Khiroch is less likely to be in a good position once he obtains the required amount of charge. It may be a good idea to allow for a lot of directional influence during the course of this move.

Reason for Existence

Khiroch is built to goad opponents into advancing, and a solid anti-air is a neccesary part of such a defensive character's repotoire. A wide swing will also deny a hefty amount of area above him, preventing opponents from getting jump happy on attacking. Some forward effect is nessecary, as this cannot be entirely harmless to oppoents close up but standing.

Thunderstrike

Command: Undecided

Khirioch dashes forward with his mace held up and behind him, swinging it over his head to crash into his opponent at the end of the dash. The dash can be cancelled prematurely by tapping a button.

Lv. 1

- Short dash, but at least long enough to be effective against Serenity's zone
- Small knockdown, enough to toss the opponent into Khiroch's zone when struck

Lv. 2

- Longer range and faster.
- Mace is held up higher and harder to jump over.
- Signifigant knock back; opponents will bounce off walls if they encounter one in their trajectory.
- Will never go over an edge.

Lv. 3

- Very quick dash with a medium range.
- Will never go over an edge.
- Mace held up high, will 'catch' a player it encounters.
- Unlike the previous swings, the opponent becomes caught on the spikes of the mace and is forced under it as Khiroch slams it into the ground. Once struck, the opponent will be juggled upward from the impact at a slow velocity, giving Khiroch the oppertunity to link in with other moves.

Watch out for…

Letting this move render the molotov worthless. Range should not be great, but speed should. This is a medium range technique at best; if this is used in instance where the molotov out to, it would indicate a power imbalance in Khiroch's move set.

Reason for Existence

A more direct rush technique. This established control over the area in front of him, as opposed to the molotovs method of outright denying it. Combined with Frozen Flight, this establishes firm dominance over the area surrounding Khiroch, and molotov allows him to extend that by seize areas outsize this zone.